Protocol 4 (`PROTOCOL.md` §10), phase 7 as built (`PLAN.md` §20), what an operator needs to know about it (`INTEGRATION.md`), and the in-game leg as a walk to run (`PLAYER_WALK.md`). **The spec.** One verb carrying the whole desired set, diffed by the plugin against the live store; a report whose two interesting fields are the ways a push looks like it worked and did not (`unresolved`, `pending`); drift as a report rather than an action; and the permission hooks as a live SIGNAL rather than the record — a hook that stops firing costs latency, not correctness. **The finding the design turns on, written where it belongs.** A name in the store that is not in the desired set is either something the site retired or something a human granted, and those have opposite correct answers. The store records who granted a permission nowhere, so only the website can tell them apart — which is why it keeps a ledger of what it pushed, and why revoking a hand edit needed a table of its own. **§10.5 is a rule generalising.** "A wedged sidecar must never stall the game" becomes "nothing the far side sends may cost the main thread unbounded work", because `perm.sync` is the first command whose work is not bounded by its own shape. Three bounds, each on the side that can say something useful when it is hit. **§20.7 says plainly what is not proven**: the acceptance line needs a second, non-admin Steam account on the rig, and nothing in the plugin has been compiled. The walk doc carries the seven steps, including the two things to confirm on Carbon rather than assume. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
Runic Gateway — Documentation
Central documentation for the Runic Gateway platform. The docs here were extracted from the two code repositories (with full commit history preserved) so they live in one place, independent of either codebase.
Layout
website/ docs from the website core (Node/Express + MariaDB + React/Vite)
modules/ docs for installable game modules — one directory per module id
link/ docs from the ServUO bridge (C# plugin + Rust sidecar + Node WS)
rust-link/ docs from the Rust bridge (Oxide plugin + Rust sidecar)
android/ docs from the native Android client (Kotlin + Jetpack Compose)
installer/ docs for the installer that deploys a shard's bridge components
ci/ cross-cutting CI/quality notes
Setting up a shard? installer/INSTALL.md is the operator guide, and
the installer is the supported path: one binary deploys the plugin overlay, installs the uo-link
sidecar as a service, and hands you the values the website needs.
website/
| Doc | What it covers |
|---|---|
| BACKEND_DESIGN.md | API contract, DB schema, security model |
| ARCHITECTURE.md | The system diagram — how core, an installed module, the sidecar and the clients fit together |
| TEAMS.md | Teams as a platform primitive: roster, forums, notifications, Discord slash commands and voice — design of record |
| ENGAGEMENT.md | The engagement system: module-declared event triggers, rules, cooldowns, templates and the email / push / in-app delivery channels — design of record |
| HERO_EDITOR.md | Hero canvas editor feature spec |
| THEMING_AND_NAV.md | Admin-configurable theme, brand assets and navigation — build contract |
| MODULE_SYSTEM.md | Making the site game-agnostic: game logic becomes an installable module — design of record |
| MODULE_API.md | The module ↔ core contract: ctx, the register* calls, the client registry and the loader's obligations |
| UPGRADE_NOTES.md | Operator-facing, newest first — the upgrades that need an operator to do something, or that change behaviour quietly enough to be discovered by accident |
| WIKI_UPGRADE.md | Wiki subsystem upgrade notes |
| SHARD_VISIBILITY.md | Who sees which shard data — the admin-configurable audience framework |
| TRUSTED_DEVICES_MFA.md | TOTP two-factor, trusted devices and recovery codes |
| MODERATION_APPEALS.md | Moderation actions, content reports and the appeals flow |
| SPAWN_ATLAS.md | The bestiary / spawn atlas: what the shard contains, parsed from the shard's own ServUO files — served over the bridge since Protocol 8, so no shared filesystem |
| CLILOCS.md | UO's id → name table, so items have names. The shard decompresses and serves it over the bridge; the desktop conversion it replaced is gone |
| MARKETPLACE.md | The player-vendor index: how it is gathered, what it costs, how to tune it |
| website-README.md | Snapshot of the website repo's README (setup/run reference) |
| test-plan.md | The website's test strategy and harness |
| API_V2_PLAN.md | Router domain split + CSP hardening. The split is complete; only the CSP enforce step remains |
| API_V2_SKELETON.md | Superseded — the /api/v2 scaffold that was never built. Kept as the record of why the split was done in place instead |
| PROJECT_TREE.md | Auto-generated snapshot of the repo's tracked file layout |
modules/
Documentation for installable game modules aggregates here rather than in each module's repo (MODULE_SYSTEM.md §2.10). The website core knows nothing about any particular game; a module is what makes it a site for one.
| Doc | What it covers |
|---|---|
| uo/ | module-uo — the Ultima Online module: what it serves, what it owns, and what an operator needs |
| uo/API.md · uo/SCHEMA.md | module-uo's own route surface and the tables it owns |
| kit-acceptance.md | The Integration Kit acceptance run — building a module by following the kit alone, and what it found |
| rust-dryrun.md | A written, deliberately unimplemented module-rust — the test that the module contract generalises past the game it was extracted from |
| rust/ | Reference for the upcoming module-rust — a mirror of the uMod/Oxide ecosystem, scraped from upstream: HOOKS.md (477 Rust hooks), OXIDE_API.md (the plugin framework), DEFINITIONS.md (678 items, 2,590 skins), OPERATING.md (the operator's side), and agent/ — the same facts as TSV/JSONL at ~46% of the tokens |
link/
| Doc | What it covers |
|---|---|
| INTEGRATION.md | How the website integrates with the uo-link sidecar |
| PROTOCOL_2.md | Protocol 2.0 / 2.1 design |
| v3.md | Protocol 3.0 design — shard content/standings streams + the visibility framework |
| v4.md | Protocol 4.0 — guild membership on the wire (guild.roster, guild.leave) |
| v5.md | Protocol 5 — three enrichments in one bump: house.decay's decay schedule, vendor.listing's fee state, and account.login.result. Shipped 2026-09-01 as bundle 2026.09.01 (sidecar v2.1.0 + overlay v1.1.0) |
| v6.md | Protocol 6 — idempotent commands, config leases with a shard-side deadline, and the run-scoped participation ledger |
| v7.md | Protocol 7 — the world verbs an event OWNS: creatures, bosses, oracle NPCs, temporary gates, decoration, and the persisted ownership registry behind them. The released protocol, bundle 2026.09.10 (sidecar v2.2.0 + overlay v1.2.0) |
| v8.md | Protocol 8 — the Asset Bridge: the shard reads its own UO client and serves creature art, item and land pictures, the cliloc table and its own spawn files, so nothing is converted on a desktop and the website needs no shared filesystem. On edge |
| ADMIN_CONTROLS.md | Staff write-plane (kick/ban/broadcast, page queue) |
| SHARD_PREREQS.md | Shard-side prerequisites for the bridge |
| PLAN.md | uo-link build plan |
| RESEARCH.md | Research notes |
| link-README.md | Snapshot of the link repo's README |
| PROJECT_TREE.md | Auto-generated snapshot of the repo's tracked file layout |
rust-link/
The same pair of contracts as link/, for Rust rather than Ultima Online: an Oxide plugin that
dials out to a sidecar, and a sidecar the website reads. The two bridges are independent — they
share a shape and nothing else, so neither document is a fallback for the other.
| Doc | What it covers |
|---|---|
| PROTOCOL.md | Canonical — the game link and the website API, the four declaration sites of the wire version, and what each protocol version defines: 1 the transport, 2 the read path |
| INTEGRATION.md | Standing the bridge up by hand, and which of the three components is wrong when it does not work |
| PLAYER_WALK.md | The half of the read path a console cannot reach: ten minutes on a rig with a player, step by step, with what each hook should produce |
android/
| Doc | What it covers |
|---|---|
| PLAN.md | Android client build plan / milestones |
| COVERAGE_PLAN.md | Test-coverage rollout plan |
| APP_LINKS.md | Android App Links / deep-link setup |
| theme-plan.md | Theming plan |
| THEMING_AND_NAV.md | The app's half of admin-configurable theming and navigation — build contract |
| TRUSTED_DEVICES_APP_HANDOFF.md | Trusted-devices app handoff notes |
| PROJECT_TREE.md | Auto-generated snapshot of the repo's tracked file layout |
installer/
| Doc | What it covers |
|---|---|
| INSTALL.md | Start here to set up a shard — the installer deploys the plugin overlay and the uo-link sidecar, registers the service, and connects it to the website. Appendix A is the same thing by hand, still supported |
| PLAN.md | Installer design of record — phases, locked decisions, the bundle/compat-matrix model |
| PROJECT_TREE.md | Auto-generated snapshot of the repo's tracked file layout |
ci/
| Doc | What it covers |
|---|---|
| SONARQUBE.md | The SonarQube setup: project keys, how analysis runs, and how to read a report |
Provenance
website/*was extracted fromRunicGateway/websiteviagit filter-repo.link/*was extracted fromRunicGateway/linkviagit filter-repo.
Commit history and authorship for each doc are preserved. The two source repos retain a short pointer to this repo in their own READMEs; the authoritative copy of each document now lives here.
License
Runic Gateway's documentation is free: licensed under the GNU General Public License v3.0 or later — see LICENSE.md.
Copyright (C) 2026 Runic Gateway
This documentation is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY. You may redistribute and/or modify it under the terms of
the GNU General Public License as published by the Free Software Foundation,
either version 3 of the License, or (at your option) any later version.
Contributions are welcome — please read CONTRIBUTING.md (note the AI-usage disclosure requirement) and our Code of Conduct.